I discovered that if you export your low poly mesh from max to zbrush, subdivide it, then you get a smooth mesh, but with not much of the shape of the low poly mesh ie it kind of melts a little.
To get around this, you can reimport the original low poly mesh and replace the lowest subdivision. This has the effect of giving the zbrush highest subdivion more shape/definition, paricularly where there are creases
My worfklow is to import the mesh to zbrush, work on it till you are semi happy with it, then reimport the low mesh.
don't know why this works, its just a bug i suppose
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i just can't seem to go wrong with it at the moment
What i want to do is:
a) import the model (no dragging, why the fuck i would want to drag it and get it not straight)
b) edit the model
c) export it
I dont want it to get stuck in the canvas or i dont know what the fuck else why cant it be like 3d app interface where you have a model that is a model that doesnt get stuck and that i can edit any fucking time i want even if i have more than one model on the scene.
Ok maybe my frustration is to do with me not understanding how this bloody thing works but come-on cant they make a decent startup tutorial that would actually explain why the fuck the thing works as it does.
if you don't it gets flattened to the canvas and becomes 2d. If that happens clear the layer and add your model again
another tip is press the 'local' button then you can rotate around your last brushstroke.
if you 'scale' in local mode then it scales towrds wherever you are painting.
you can paint masks with 'ctrl' brushstroke.
clear mask is ctrl shift 'a', erase mask is 'crtl alt' brushstroke.
go to stroke menu and increase mouse average to 3 or 4 to get smoother strokes.